Working on a "walking simulator" type of game where you explore the mind of an unnamed boy and discover his memories and stuff like that through bubbles. Each bubble represents a person/persona in the boy's life. At the moment, i'm working on making the text fade in when the player activates a bubble, and after that i'm gonna work on the demo of the game which some of my friends are looking forward to. Here's a little picture of what I have done so far.

I use this little script to write biped's mixer tracks into a text file along with animation ranges so then I can feed the file into the engine along with the .fbx character data file (i.e. to automatically update clips without having to manually set their ranges).

Level design progress. This is not yey optimized so expect some lags. I yet have to bake all lighting and textures to a one 16 K atlas map I just need more time maybe when I'm on leave, i will do some performance optimizations.

Update to Awake. Using GameStar18's BEUEngine ( http://u3d.as/oPo ) So glad I purchased it from the asset store since it adds so much functionality. characters are from that asset but the environment is what I made.

The resolution of the image is based on the size of the RenderTexture, so it can be however big you want it, and any aspect ratio. Because it receives input from a camera, camera effects can be applied, some anti-aliasing effects DO NOT work and will cause all grayscale pixels to be read as Alpha channel pixels. Some other image effects will cause the Alpha to be completely opaque.MAKE SURE YOUR RenderTexture IS USING ARGB32 COLOR FORMAT!
The reason I chose ARG32 was because it supports alpha transparency. You should also probably tick sRGB (Color RenderTexture) as well.
This script is extremely useful for rendering HD/4K screenshots of your game without having to play the game at the resolution you want to take a screenshot of, or for any purpose you may need a high resolution Render of something.

Trying to create a mysterious, haunting atmosphere inside an abandoned apartment building. I added some godrays, lense dirt and some dust. Soon I'll add spider webs and debris from peeling wall paint. This is my first attempt. The game is about a guy who got lost in a foggy town.

Reactive PoolManager
An ultra fast and lightweight object pool manager with zero allocations and customizable prepopulate feature. You can group uploading objects in chunks and set how many frames you need for uploading to reduce allocation spikes. Uses Unirx extension and based on object instance ids. You can pool prefabs without any extra components and can mix different prefab types in one pool.

Working on a scratch controller for a little game I'm working on. I've finished tweaking the wheel colliders to work ~properly rather than exploding the tank into space.

Click to expand...

I only watched the start of the video where the tank keeps falling over. It might help to manually set the center of mass of the tank to a lower point, maybe even outside of its bounding box, to prevent that.

My first Android game, not my first game. Star Fox Clone, if you recognize the player ship it's from "Cooking with Unity," it's where I got the idea and initially I followed their tutorial, and then abandoned it for more of a Star Fox 64 clone. I don't plan to keep this ship, I am going to be making my own player ship asset soon.

Greetings,
I'm working on asset to help with the creation of UI systems, connecting menus/panels, navigation between them with the buttons, etc.

This asset should ease up this process substantially. Basically, the goal is to simplify it, reduce the process to few clicks.
Asset is based on Unity Editor Hierarchy Tree examples and as such is mostly editor extension, consisting of two scriptable wizard windows and editor window (Image 1).

With the "Create Wizard" you enter asset name, number of child panels and proceed to editing those in Editor Window for the asset. There you can add, remove and move around the elements. Each asset has the hidden Root as the origin of the menu and children elements, arranged into the tree. Here you can also generate panels and buttons prefabs from their base version (which you can edit). These generated panels and buttons are created as prefabs and as such already connected to each other and represent the asset. Using "Instantiate Wizard" you add these into scene and on playing the scene with the Navigation Manager script turn them into functioning menu system.
With the Navigation Manager you get basic functionality for the panels. Clicking ChildToButton will take you to child, and Back Button to the parent, as they are represented in tree hierarchy. Currently Navigation Manager supports basic enable/disable transition and simple animation, with moving panels up and down with animation system.

My plan is to create Complete UI system as a paid asset, with navigation, animations and even complete settings panel (with audio manager and such) already set and connected. And also add carousel type menu, which might be suitable for mobile games.

I will soon submit asset to the store. I hope you find this asset useful and I welcome all your feedback, thanks in advance.

I've been working on a project for heat mapping of units during runtime for AI to be able to track other units' concentration and position. It's very much a work in progress, but I just couldn't seem to find any sort of example or asset that did this. If anyone knows of one I'd love to check it out, but I'm curious to see what people think of this.https://github.com/pirkla/Unity-Node-HeatMapperhttps://pirkla.itch.io/heatmapdemo

Attached Files:

Hello, I'm trying to make a game, this is my first time in this type of work, and I don't know if I'm in the right way, so I would like to ask you what's your opinion about this demo which I have developed.

It is very simple, you are just in a tank and you need to avoid obstacles in the road, if you crash with one, you will die, if you go out of the road, you will die. I know it is very simple, but because it's my first game, i didn't want to go far that I can really do.

Some pics and the download link if anyone want to test it. The demo contains only 3 minilevels that I use to test the scripts and the models.

I finished my Ludum Dare game last night, this is my second try at Ludum Dare and I'm really happy with how it turned out. The theme was "Combine 2 Incompatible Genres" so I chose Action and Idle. I ended up with a 2.5D shooter in a missile silo with the player collecting floppy disks to idly hack their way out. Pretty simple and I find it decently fun. I'd like to go back and fix a few things (mostly small graphical issues, the biggest thing was the IK, it's a nightmare). Anyways here's the trailer and a link to the game:

Hey guys, i've working on a multi-threaded ecs as a hobby learning project. Any feedback is highly appreciated of course.

Its a simple ecs implementation, that lays out all the components linearly in memory and uses a bitmask per entity to do component lookups. Each system creates a 'task' out of every entity it wants to execute on and passes it to a very simple 'thread-pool' like runner. A fundamental rule was that all memory has to be allocated at the beginning so after the initial allocation it doesn't create any garbage anymore.

Quick demo is of 2.000 turrets firing at 10.000 spaceships and loads of projectiles flying, all simulation is done cpu side and rendering is done with 5 indirect instancing draw calls. And it runs with 0 memory being allocated while running. In general the demo was created pretty quickly so there is loads of places it can be optimized still, it was mostly created just to test out the ecs.

Hey guys, i've working on a multi-threaded ecs as a hobby learning project. Any feedback is highly appreciated of course.

Its a simple ecs implementation, that lays out all the components linearly in memory and uses a bitmask per entity to do component lookups. Each system creates a 'task' out of every entity it wants to execute on and passes it to a very simple 'thread-pool' like runner. A fundamental rule was that all memory has to be allocated at the beginning so after the initial allocation it doesn't create any garbage anymore.

Quick demo is of 2.000 turrets firing at 10.000 spaceships and loads of projectiles flying, all simulation is done cpu side and rendering is done with 5 indirect instancing draw calls. And it runs with 0 memory being allocated while running. In general the demo was created pretty quickly so there is loads of places it can be optimized still, it was mostly created just to test out the ecs.

With the new C# Job system maybe you can go to 100k + objects, I imagine

Click to expand...

Yeah the unity Job system makes all of this redundant of-course, but was a learning project anyway Do you have any idea if Unity will release the c# source of their job system (thought i heard that somewhere). Would be great to learn from.

Yeah the unity Job system makes all of this redundant of-course, but was a learning project anyway Do you have any idea if Unity will release the c# source of their job system (thought i heard that somewhere). Would be great to learn from.

I'm currently working on a game called "Beautifully Flawed." I'm trying to see if a few mechanics are engaging, and/or if they have bugs. Please give two ratings out of 10 (10 meaning "is very") for each prototype. The first being the mechanic's buggy-ness. The second being how engaging it is. Please feel free to leave comments. More info and download link here: https://connect.unity.com/p/beautifully-flawed-pre-alpha/

Hello everyone,
I'm trying to put together something like scriptable object variables explained in this talk. I also love to use UniRx so I have made this variables to expose Observable value (which unfortunately means that it requires you to use UniRx but it should be super easy to cut UniRx out of it if needed). For the future I plan to include some editor tools that allows you easily create new custom variables and references (those will basically generate C# classes/files or code into one/two C# file).

Current Work:
-Working with multithreading and how to manage/dispatch actions over all processors without killing the main thread (Record the Render Time, the update time of all scripts, evaluate all possible unity work related to last actions (colliders,GC,GameObject.Instanciate,Destroy, etc..) and allow X ms to the current frame to call functions. All functions call time are stored and evaluated for another call and use a priority queue)

-Dynamic multi-threaded batching for plants/grass/trees. With fading, and multiple LOD level generated procedurally.( Screenshot from all directions, using custom shader, LOD textures saved and loaded when needed, with realtime fading of current gameobject using : Cutout,Alpha,or any custom shader property)

-I've worked on a fastest way to generate procedural terrain with fluids and coherent objects placement ( I'm using a random seeded system (fastest than UnityEngine.Random or System.Random, and linked to a coherent noise algo)) (Specialy for grass/details, who scale depend of around number of similar object, and ground type)

-Algorithm to select where and why place any object at given X/Y/Z position (because it's not only an heightmap but a 3D world). (Checking heightmap + Current Terrain Voxel data, checking if under fluid, on fluid surface or ground in contact with air,etc...)

-I had to rewrite most of systems to avoid using classes and replace them by struct. (Specially for the mainstream Chunk Management, using Algo based on position, returning all data needed for a X/Y/Z chunk. The complete Terrain is divided into block, divided into chunk, but no classes are used (Only for the server that use TerrainBlockServer class for manage players and players visible objects))

-A lot of micro optimizations and benchmark (List, Constructors (struct or class), Pooling, Unity Colliders, etc) All functions was benchmarked and tested.
(Reuse all struct, never use List or any C# collection, rewrite everything yourself, it will give you a direct access to the array, never use foreach, and only for(i=objects.count-1;i>=0;--i) it's a basic but when used on a loop = 1024*1024*1024 * 8000, it change everything, and so more ;D)

-All systems was made using Interface or abstract class to use addons and any third party assets. Specialy the network system, that is working with all network assets (Unet,Photon,Forge,etc...)

-A Scripting GameObject system that allow, send/receive message when any gameobject state change

-A network system that allow : Host a game, Play Solo, Host a dedicated server without unity systems (colliders,Monobehavior,etc..) and a Dedicated server that emulate an unity game using colliders (GameObjects,terrain,spells, all players around grass/details/trees/IA etc..))

Current Work :
-New realtime fluids with surface waves on impact (with physics and particles(leaf,rocks,spells,etc)). I will use an octree, using only struct shared between all terrain parts, using BitArray to store node state. Fluids flow will use a cellular automata algo, with multiple optimizations (First : How to get fluid state on each voxel, second how to look over a voxel cube), and for finish manage how to draw mesh depending of the current terrain LOD state.

-Realtime multi-threaded Terrain Editor, working in tandem with the Procedural GUI Editor.Already in alpha state, i don"t know why, but generating a terrain inside editor is 2X faster than generating terrain in play mode, a lot of system has been rewrited to add ExecuteInEditor

-Space Engine, with new coordinate system, using double, and multiple camera rendering.
I learned a lot about Unity engine and its operation, a lot of technical limitation.View attachment 215456

We have been using the Memory Profiler released by Unity Technologies for quite some time now (a year or so), and made many improvement and changes. Since we believe that these changes might be useful to others, we've uploaded them to github.

All versions work with Unity 5.3.5 and newer when using the IL2CCP scripting backend, and Unity 2017.3 when using the Mono backend (only "Stable" is supported).

Be aware that while these changes didn't cause any problems for us, these changes might not work properly for you. If you run into problems with the latest release of the Memory Profiler, try an older release. Check as well if these problems also are present in Unity's Memory Profiler here.

Oops...

"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.